TeRp/Sandbox – User

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
m (Erentar moved page TeRp's Sandbox to User:TeRp/Sandbox: Bot: Moved page)
 
(17 intermediate revisions by 2 users not shown)
Line 1: Line 1:
==Introduction==
== Note ==
To animate a model, you have to make use of both, the ''cfgModels'' and ''cfgSkeletons'' class.
If you are searching my tutorial on animations, take a look [[ArmA:_How_to_animate_a_model|here]].


The ''cfgSkeletons'' class defines the bones of a vehicle. Bones are, more or less, the <u>animated selections</u> of a model.
[[Category:Sandbox]]
 
The ''cfgModels'' class is an extended version of the OFP cfgModels class. It defines the selections of a model which you want to animate or use with the setObjectTexture command, but since ArmA, you have to put everything related to animate your model in here.
 
==cfgSkeletons==
The ''cfgSkeletons'' class defines, as mentioned before, the bones (<nowiki>=</nowiki> animated selections) of a vehicle.
 
Each skeleton is a subclass within the cfgSkeletons class, consisting of three parameters:
 
{|width="80%"
!width="50%"|Parameter
!width="50%"|Description
|-
|'''isDiscrete'''
|currently unknown, set to 1.
|-
|'''skeletonInherit'''
|inherit bones from given class.
|-
|'''skeletonBones[]'''
|define your own bones here.
|-
|}
 
===Defining a bone===
Bones are defined in the skeletonBones[]-array which is made of a list of unsorted bones. Each bone is the name of a selection you want to animate.
 
====A single bone====
A bone is defined by using two strings:
:"bone",""
You may define multiple bones by strining them togeter.
 
=====Example=====
<pre>skeletonBones[]=
{
"bone1","", //defines bone1
"bone2",""  //defines bone2
};</pre>
 
====Linked bones====
The second argument (empty in the example above) is used for linking two bones:<br>
:"bone1","bone2"
 
Linking is used to make the animation of "bone1" depending on the movement of "bone2". If you e.g. have a turret, you have to make use of linking here, because the up and down movement of the turrets weapon is typically influenced by left and right movement of the turret:
 
=====Example=====
<pre>skeletonBones[]=
{
"turret_x","",        //defines bone turret_x
"turret_y","turret_x"  //defines bone turret_y and makes it linked to bone turret_x
};</pre>
 
'''Attention:'''<br>
You can not link more than two bones in a row!<br>
If you do something like
<pre> "bone1","bone2","bone3"</pre>
this will result in an error, as Armed Assault interprets this as
*defining "bone1" which is linked to "bone2"
*defining "bone3", ''which misses the second argument.''
 
However, it should be possible to use a syntax like this (not tested yet):
<pre>skeletonBones[]=
{
"bone1","bone2", //defines bone "bone1" and makes it linked to "bone2"
"bone2","bone3", //defines bone "bone2" and makes it linked to "bone3"
"bone3",""      //defines bone "bone3".
};</pre>
 
In conclusion, "bone1" is linked to "bone2", which is linked to "bone3".<br>
So "bone1" should be depending on the movement of both, "bone2" and "bone3".
 
===cfgSkeletons Example===
<pre>class BWMod_Tiger_Skeleton
{
isDiscrete=1;
 
skeletonInherit="";
skeletonBones[]=
{
"mainRotor","",
"tailRotor","",
 
"turret_RMK_x","",
"turret_RMK_y","turret_RMK_x",
};
};</pre>
 
==cfgModels==
The cfgModels class is used

Latest revision as of 04:38, 3 December 2018

Note

If you are searching my tutorial on animations, take a look here.